Trying to switch Textures on object based on timer

Ok so I have done a complete revamp to the script including all of the changes made via suggestions in this question and another I have. The new and improved script is below. The only thing I think I need at this point to get it working is how do I call the textures in the array to replace First Texture, Second Texture, Third Texture, and Fourth Texture?

var textureArray : Texture2D[];
var damageAmount = int;
var healAmount = int;
var ammoAmount = int;
var pointAmount = int;
var damageDelay : float = 1;
var healDelay : float = 1;
var interval:float = 10; 
var myTimer: float = 10;

private var nextDamageAllowed : float;
private var nextHealAllowed : float;
private var nextAmmoAllowed : float;
private var nextPointAllowed : float;

function Update () 
{
   if(myTimer > 0)
   {
      myTimer -= Time.deltaTime;
   }
   
   if(myTimer <= 0)
   {
      randomNumber = Random.Range(0, textureArray.length);
      renderer.material.mainTexture = textureArray[randomNumber];
      myTimer += interval;
   }
}

//When player enters trigger hurt them if the hurtTexture is active
function OnTriggerEnter(thecollision : Collider)
{
   if(theCollision.gameObject.tag == "Player" && First Texture)
   {
    GiveDamage;
   } else if (theCollision.gameObject.tag == "Player"  && Second Texture) {
      //when player enters trigger heal them if the healTexture is active
      GiveHeal;
   } else if (theCollision.gameObject.tag == "Player" && Third Texture) {
      //when player enters trigger give them ammo if the AmmoTexture is active
      GiveAmmo;
   } else if (theCollision.gameObject.tag == "Player" && Fourth Texture) {
      //when player enters trigger give them points if the PointTexture is active
      GivePoints;
   }
}

//when player stands on trigger hurt them periodically if the HurtTexture is active
 function OnTriggerStay(thecollision : Collider)
 {
    if (theCollision.gameObject.tag == "Player" && First Texture)
    {
       GivePeriodicDamage;
    } else if (theCollision.gameObject.tag == "Player"  && Second Texture) {
       //when player stands on trigger heal them periodically if the healTexture is active
       GivePeriodicHeal;
    } else if (theCollision.gameObject.tag == "Player" && Third Texture) {
      //when player stands on trigger give them ammo periodically if the AmmoTexture is active
      GivePeriodicAmmo;
    } else if (theCollision.gameObject.tag == "Player" && Fourth Texture) {
      //when player stands on trigger give them points periodically if the PointTexture is active
      GivePeriodicPoints;
  }
}

//Function to damage player for OnTriggerEnter
function GiveDamage()
{
   SendMessage("ApplyDamage", damageAmount, SendMessageOptions, DontRequireReceiver);
}

//Function to heal player for OnTriggerenter
function GiveHeal()
{
   SendMessage("Heal", healAmount, SendMessageOptions, DontRequireReceiver);
}

//Function to give ammo to player for OnTriggerEnter
function GiveAmmo()
{
   gunScript.clips += ammoAmount;
}

//Function to give points to player for OnTriggerEnter
function GivePoints()
{
   PointManager.points += pointAmount;
}

//Function to hurt player for OnTriggerstay
function GivePeriodicDamage()
{
  if(Time.time > nextDamageAllowed)
  {
      SendMessage("ApplyDamage", damageAmount, SendMessageOptions, DontRequireReceiver);
      nextDamageAllowed = Time.time + damageDelay;
   }
}

//Function to heal player for OnTriggerStay
function GivePeriodicHeal()
{
  if(Time.time > nextHealAllowed)
  {
     SendMessage("Heal", healAmount, SendMessageOptions, DontRequireReceiver);
     nextHealAllowed = Time.time + healDelay;
   }
}

//Function to give ammo to player for OnTriggerStay
function GivePeriodicAmmo()
{
  if(Time.time > nextAmmoAllowed)
  {
     gunScript.clips += ammoAmount;
     nextAmmoAllowed = Time.time + ammoDelay;
   }
}

//Function to give points to player for OnTriggerStay
function GivePeriodicPoints()
{
   if(Time.time > nextPointAllowed)
   {
     PointManager.points += pointAmount;
     nextPointAllowed = Time.time + pointDelay;
  }
}

Ok I have posted the full script that the original portion belongs to in the original post (for formating reasons). I need to know how to replace HurtTexture, HealTexture, AmmoTexture, and PointTexture with the textures in the array since I no longer have functions for them...

2 Answers

2

Well…you need to add ‘break;’ after each ‘case’ line, or it will just run through all 4 cases and display the last one. Also, the upper limit of Random.Range is excluded, so you will have to use a 5 there instead of 4.

Reset() would be just ‘myTimer = 10.0’ if I’m not missing something obvious. Wouldn’t even need a function, you could add this line simply to your ‘if(myTimer <= 0)’ statement.

A little addendum: personally I think FixedUpdate() is better suited for counters than Update().

Thanks for the input I have edited the script quite a bit and got it working to a certain point. And just curious are you sure that the 4 won't count in random.range? currently the above script worked (to a point) but it only ever displayed the texture in case 4 spot. I have also used random 1,3 in another game that generates 3 types of loot with no problem.. did I accidently find some loophole in the other script or something? Not saying you are wrong, don't misunderstand me, just trying to better understand the feature.

Yeah, I am sure. Random.Range(1, 4) will only ever generate 1, 2 or 3, never 4. It is displaying material 4 in your original script, because you were missing the 'break;' after each 'case'. It actually displayed all of them in turn, but too fast for you to see it until it settled for the last one.

Random.Range(1,4) never returns 4.

switch cases should end in a break statement.